View Full Version : SuperBlender Tips/Rules
06-14-2004, 04:00 AM
When working on animation, you may be tempted to add endomorphs to your scene. This can destructive to your scene as adding endomorphs could corrput your scene file.
Add empty morphs as phenobarbidoll puts it will save the day.
Empty morphs are endomorphs with no big changes.
Just move a opoint so that the endomorph can be registered (I usually move a point in the back of the head just alittle or you create a point inside the object and move it.
So Plan ahead!
I'll add this to Beginners Tips but wanted this get ppl attention as someone may be in the middle of setting their project up.
06-15-2004, 02:57 AM
Thanks for the heads up, Julian. And thanks goes to phenobarbidoll as well. :)
06-16-2004, 10:17 AM
Here's a way to add endomorphs to an object after superblender has been added...
1) Endo morphs are arranged alphabetically, so when you add the new endo's add an additional 'x' to the start of the name. Lets say your original morphs are...
to add a new endo's called 'Crunch' and 'Bendy' call them 'xCrunch' and 'xBendy' so that they will be put at the bottom of the list...
2) Save object.
2b) Optional...LW doesn't always get the order of the endo's correct when you're creating them so to guarantee they are sorted alphabetically load the object and save it again.
3) Over in messiah delete the superblender effect but leave the sliders alone.
4) Replace the object with the one you've just saved.
5) Add a new superblender effect and hit autosetup. You'll now have new sliders with the original morph targets matching the old sliders and the new morphs at the bottom.
6) Copy the animation from the old sliders onto the new ones. Job done. :thumbsup:
7) Ask Mark to get Superblender v2 finished (which deals with new endo's automatically) ;)
If after this you need to add more endos to the object add another 'x' so using the above example you would name it Eyebrow.xxTwist then go through the above steps as before.
At first glance this might seem to be a bit long winded but it's actually pretty straight forward and doesn't really take much time.
I found some information about this from Mark's SB_ReleaseNotes:
"Auto New Morph Detection
When you add a new morph to the object file Super Blender will auto detect it but won't allocate it to a Slider. This is to make sure it doesn't trash any existing animation you may have. To use the new morph(s) simply assign them to a new slider or spare channel on an existing slider following the instructions below."
Make another morph in LW, save the file. Back in messiah, you will see your new morph, just click on your SB_Slider (Setup-Mode) and activate the "Key Modifier Button", next to the channel where your new morph-name is displaced.
Works fine here .. :cool:
06-16-2004, 11:07 PM
"Auto New Morph Detection
When you add a new morph to the object file Super Blender will auto detect it but won't allocate it to a Slider. This is to make sure it doesn't trash any existing animation you may have."
I have been adding endo's to an object for awhile without problems. I just have to manually add the new endomorph to a new slider channel.
Works fine here for me too!
06-18-2004, 07:11 PM
Best to make sure your object is not multilayered.
Save the objectthat is morphing as a single layered object.
SB will load the multilayered endomorphs but may recalculate because of the layers. What happens is that your scene files (lws or fxs) may get corrupt (moving different keys to different morphs and dropping keys entirely).
01-18-2006, 11:00 AM
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